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Create an import a body


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Posted
  1. Create a new RACE record.
  2. Create a new ARMO record for the naked skin.
  3. Create a new ARMA record for the naked skin.
  4. Copy the body mesh to the path you specified in your ARMA record.
  5. Change the follower to use the new race.
  6. Repeat the ARMO/ARMA process for all armors that require a custom body shape.
Posted

....or give her the ARMA ARMO as worn armor. The new race is not needed.

For this you need to create TEXT records, can point to your default skin.

Posted (edited)

Presumably you mean follower mods that come with custom body resources (textures and meshes) and no Bodyslide specs of their own?

 

Yes, and I guess there are apparently multiple ways.

 

I just use Bodyslide to create a close approximate of the follower's advertised body (and hands, and feet) but using one of the two the body types I have installed (either CBBE 3BBB or BHUNP, depending on the initial follower spec), redirecting the Bodyslide output to a "dummy folder", then, once built, drop the files into their mesh folder using file manager, after first creating a dummy "Backup" folder off the target location and moving the original meshes there for "safe keeling" until at some point in the future I can verify that they're no longer necessary or to revert their spec back to defaults defined in the original installation. I then save the preset I created/edited for the follower, as "name-of-the-follower_body-type_body-instance"  for future reference should I want to tweak its body profile or install some special armor or clothing for it.  (body instance refers to nude, clothed, etc)

 

Then I edit the mesh using nifskope to redirect the source locations for the follower texture to its own texture folder. (since bodyslide will afaik use the player's by default for pathing in the mesh file)

 

So

1) create meshes for said follower using Bodyslide and direct their output to a dummy (staging) folder

2) save_as the custom follower Bodyslide preset created during the effort for future reference

3) perform any necessary preparatory housekeeping on follower's original mesh folder, ie, archive original meshes

4) drop files in place in the follower's mesh folder (overwrite any editing content

5) edit associated nifs (meshes) using Nifskope to adjust texture locations (since Bodyslide will likely user player texture links by default, which won't play well with many follower using custom textures or don't share the same body family - ie UNP or CBBE)

 

edit: 

Oh, and when building the body hands and feet (Step 1), make sure to also check the build morphs button so tri files are created. You'll have 9 files in all;  two each for the nifs (hands feet, body) and one each tri file.

 

Edited by anjenthedog
more blather
Posted
38 minutes ago, anjenthedog said:

Presumably you mean follower mods that come with custom body resources (textures and meshes) and no Bodyslide specs of their own?

 

Yes, and I guess there are apparently multiple ways.

 

I just use Bodyslide to create a close approximate of the follower's advertised body (and hands, and feet) but using one of the two the body types I have installed (either CBBE 3BBB or BHUNP, depending on the initial follower spec), redirecting the Bodyslide output to a "dummy folder", then, once built, drop the files into their mesh folder using file manager, after first creating a dummy "Backup" folder off the target location and moving the original meshes there for "safe keeling" until at some point in the future I can verify that they're no longer necessary or to revert their spec back to defaults defined in the original installation. I then save the preset I created/edited for the follower, as "name-of-the-follower_body-type_body-instance"  for future reference should I want to tweak its body profile or install some special armor or clothing for it.  (body instance refers to nude, clothed, etc)

 

Then I edit the mesh using nifskope to redirect the source locations for the follower texture to its own texture folder. (since bodyslide will afaik use the player's by default for pathing in the mesh file)

 

So

1) create meshes for said follower using Bodyslide and direct their output to a dummy (staging) folder

2) save_as the custom follower Bodyslide preset created during the effort for future reference

3) perform any necessary preparatory housekeeping on follower's original mesh folder including archive of original meshes

4) drop files in place in the follower's mesh folder

5) edit associated nifs (meshes) using Nifskope to adjust texture locations (since Bodyslide will likely user player texture links by default, which won't play well with many follower using custom textures or don't share the same body family - ie UNP or CBBE)

 

 

What if I want to apply the body of the vo without creating one?
Can I do that?
On the vo, she has a predeifini body.
On translation, she is standalone.

Posted

Well if you want to use the original body, then just install the follower and use it.  Find clothing and armor the works with the original and be done with the matter.

If it comes with a Bodyslide spec, then you can "build" things for it, if not, you live with whatever it is. Simple as that.

Posted

The problem, the original mod is English and I am French.

And the original version and the translation do not have the same version.

Posted (edited)

Oh...now I understand. 

 

Since they (ie, body bits) are effectively static resources (ie they should not affect operation of the esm/esl that gives the follower individuality and language), I'd think that it should be no more difficult than installing the one you want (for language), and also downloading (to hard drive) a copy of the one with the body you want and replacing the texture and mesh files of the installed one (for language) with the ones from the version that contains the topography/visuals you want.

 

Does that make sense, or do you need it spelled out in more detail? (not a subtle insult, genuine question. I can and will gladly provide a step by step if needed, but if you just need a tip  ^^^, I'd rather not spend the effort)

 

the only issue I can think of  might be skeleton, IFF the follower is some sort of custom race not normally covered in game by the standard XPMSSE skeleton. Can't really help you with that one if so.

Edited by anjenthedog
Posted

So I have to...download the original and the trad, put it somewhere else?

Actually, I’m a little confused.

And waiting for the author of the translation to update it is useless, it seems to me that the new version of Daegon is not so much like players.

Posted (edited)

well install the one with the language

 

download the other to some dummy folder

extract its contents, then transfer the meshes content and textures content to their respect folders in the installed version

 

of course create backup folders to drop copies of those targets prior to doing the overwrite, so in case anything goes "wonky", you can revert easily.

 

Capiche?

 

edit: writing a procedure...a few minutes please

Edited by anjenthedog
Posted (edited)

1 install follower with preferred language (be that using Nexus/Vortex or by whatever means MO2 requires)
2 download manually the follower mod containing the look you want to a dummy folder.
3 extract the contents of the manually downloaded file in place in the dummy folder
4 open two instances of file manager
5 point one instance to the installed version's meshes folder
6 create a folder (in the installed version's meshes folder)  called "backup"
7 copy all but head/face contents of follower's mesh folder (all files in that folder) to the backup folder
8 point the other instance of file manager to the manually downloaded (desired looks) version's meshes folder
9  copy the contents of the manually downloaded *desired meshes folder  (sans head meshes)
10 paste the files into the meshes folder for the installed version.
11 repeat steps 5-10 but this time, using the follower's desired and installed texture folders

 

this *should replace all the preferred language body parts with the desired body parts.

 

I can't address head replacement though. shaders aren't my thing and afaik black face often accompanies fiddling with those.

Edited by anjenthedog

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